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Brotherhood of the Fire Fist/ Fire Formation Guide

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4-Axis Brotherhood of the Fire Fist/Fire Formation

DO NOT RESPOND UNTIL FINISH PRODUCT! THAT MEANS YAH MAN TOO

Based on 108 heroes of Water Margin, Fire Fist is a mostly OCG archetype that consists of FIRE Beast-Warriors. Fire Fist is regarded as today's best monster beat-down decks of this format. Most Fire Fist monsters have a similar cost and effects : "You can send 1 face-up Fire Formation card to the graveyard", "You can set 1 Fire Formation Spell/Trap card directly from the deck". The 4-axis Fire Fist Monsters require you to send face-up Fire Formation cards to the grave in order to activate their effects. If they cannot send one to the grave,(Macro Cosmos)Then, they cannot activate their effects. Fire Fist monsters have a second effect where if a condition is met, the controller is able to set a Fire Formation card directly from the deck. In the sense of this, Fire Fist monsters MUST have Fire Formation in order to even be useful. This means that Fire Fist monsters rely on their back field. Once that's gone, Fire Fist monsters will have nothing to fall back on and become a simple beat-down deck. This is only a drawback for what power Fire Fist monsters truly hold.

Main Deck: Monsters

Brotherhood of the Fire Fist - Bear [ 3x ]

English Name: Brotherhood of the Fire Fist - Bear 
Type: Beast-Warrior/Effect
Level: 4
Attribute: 
Card Effect Types: Trigger/Ignition
Atk/Def: 1600/1200
Effect: 
Once per turn, when this card inflicts battle damage to your opponent: You can Set 1 "Fire Formation" Spell Card directly from your Deck. Once per turn: You can send 1 face-up "Fire Formation" Spell/Trap Card you control to the Graveyard, then target 1 monster on the field; destroy that target. 

This card is considered as Brotherhood of the Fire Fist's staple card. His effect is the most explosive and dangerous out of all the Fire Fist cards. He is able to target and destroy monsters at the cost of a Fire Formation card. Losing a Fire Formation card may seem like a draw back, however, when he inflicts battle damage, the controller gets to set a Fire Formation spell directly from the deck. Because of his usefulness, backing up space for 3 of him will definitely be a MUST.


Brotherhood of the Fire Fist - Gorilla [ 2x -3x ]

English Name: Brotherhood of the Fire Fist - Gorilla 
Type: Beast-Warrior/Effect
Level: 4
Attribute: 
Card Effect Types: Trigger/Ignition
Atk/Def: 1600/1200
Effect: 
Once per turn, When this card destroys a monster by battle and sends it to the Graveyard, You can set a "Fire Formation" Spell card directly from the deck. Once per turn, You can send one face-up "Fire Formation" Spell/Trap card you control to the Graveyard to target 1 Spell/Trap card on the field and destroy it. 

Gorilla is another main asset to your Fire Fist deck. Since Fire Fist rely on the back row, you need to control your opposition's field of facedowns. At the cost of one Fire Formation card, you can destroy one Spell/Trap card on the field. So, instead of waiting for that MST to drop in your hand at one point or another, You have Gorilla to handle that back row. Also, As the counterpart of Bear, His effect is similar, instead of dealing damage to your opponent, you just have to destroy it and send it to the grave. This effect can deal with monsters in defense position. However, There is a drawback to this effect. A monster HAS to be sent to the graveyard in order for this effect to work. So, Let's just say Macro Cosmos was on the field. Any card sent to the grave is banished instead. Therefore, Gorilla won't get his effect. You can handle Gorilla at 3, but, It's a good thing to put it down to two. For clogging reasons!.

Brotherhood of the Fire Fist - Dragon[ 2x ]

English Name: Brotherhood of the Fire Fist - Dragon 
Type: Beast-Warrior/Effect
Level: 4
Attribute: 
Card Effect Types: Trigger/Ignition
Atk/Def: 1600/1200
Effect: 
Once per turn, when a "Fire Formation" Spell/Trap card is activated, you can set a "Fire Formation" Trap card directly from the eck. Once per turn, you can send two face-up "Fire Formation" Spell/Trap cards to the grave, target one "Fire Fist" monster in your grave, special summon it.  

Fire Fist is one deck that needs some sort of monster recovery. At the cost of two face-up Fire Formation cards, you can special summon out a "Fire Fist" monster. Note how it didn't specify a level. Therefore, You can even special summon back out Brotherhood of the Fire Fist - Kirin after he was very kindly shunned away by a Solemn Warning. Or, perhaps special summon out that leopard that you used previously, no longer a dead weight in the grave! Since you are always activating Fire Formation cards, it's a good thing to plus a Fire Formation trap card to fill up the field. Dragon works best at 2.
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Brotherhood of the Fire Fist - Snake[ 0x - 1x ]

English Name: Brotherhood of the Fire Fist - Snake 
Type: Beast-Warrior/Effect
Level: 4
Attribute: 
Card Effect Types: Trigger/Ignition
Atk/Def: 1600/1200
Effect: 
Once per turn, when a "Fire Formation" Spell/Trap card is sent to the Graveyard; you can set a "Fire Formation" Trap card. Once per turn, if you control no other monsters, you can send two face-up "Fire Formation" Spell/Trap cards to the Graveyard to draw one card.  

Since Fire Fist monsters are always sending Fire Formation cards to the graveyard, why not plus a trap through it? As the beloved counterpart to Dragon, Snake can become a valuable asset to Dragon. It's secondary effect allows you to draw 1 card at the expense of two face-up Fire Formation cards. However, The drawback is that you cannot control any other monsters. For this reason, is why I recommend Snake to not be used, and if you have any fetish for those who control the power of snakes *coughs (Medusa) *coughs. Then you can have him at one.
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